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The Toolset doesnt have to be hard! Noob-friendly video guides for the Community Contests. LATEST: custom equipment appearances


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#1
mikemike37

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--- UPDATED 11 DEC ---

I'm aware a lot of players found the toolset to be something of a beast, but with a little guidance it doesnt have to be hard! 

The video tutorials below show you everything you need to enter any of the Community Contests, where you can learn the Toolset bit by bit and pick up prizes along the way! 




Toolset Fundamentals - Understanding Files and Folders

Strongly recommended for all types of modding. Not as complicated as the diagram looks ;) 15 minutes.

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Toolset Fundamentals - Files, Folders and the Database - Explains what files are where, and which are used by the toolset, and which by the game. For the pictures, see The Builder's Wiki Page




Level Making - Exterior Levels

Requires: DA Toolset. Time: 32 mins. For Contest #1: Settlement Level

http://public.mike.f...l screenshot sm

Covers creating an outdoor area and testing it in-game. 4 parts:

Part 1 - camera, terrain morph and props
Part 2 - vegetation, area properties and collision
Part 3 - lighting and light probes
Part 4 - exporting and testing




Prop Making

Requires: 3ds Max or Gmax (free) and Eshme's Import/Export Tools. Time: 10 mins. For Contest #2: Prop Making

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Prop Making Video Tutorial - Converting a 3ds max model into an export-ready prop, and exporting it.




Head Morphs

Requires: DA Toolset. Time: 12 mins. For Contest #3 mini: Head Morph and Contest #3: Character

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Head Morph Video Tutorial - Creating a head morph from scratch and understanding the file formats.




Creatures and Dialogues

Requires: DA Toolset, Audacity (free). Time: 28 mins. For Contest 3: Character Contest


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Covers creating a new creature and conversation. Later goes on to show how to use simple plot flags and plot scripts to provide functionality, as well as how to record and add voiceover to the conversation.

part 1, creature and conversation basics
part 2, plots and script 
part 3, voiceover

Entering the Character Contest video guide



Level Making - Interior Levels

Requires: DA Toolset. Time: 12 mins. For Contest #5: Room Contest

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Interior Level Tutorial - covers how to use the level editor to create an indoor room and export it as a SEL (selection) file. See the exterior level tutorial for how to export your level or test it in-game.



Custom Item Appearances - Retexturing and using an entirely new model

Requires (links given where product can be downloaded free): 
DA Toolset,
DATool (optional),
3DS Max/Gmax and Eshme's Tools (new models only)
Image editing program (Photoshop, The GIMP, etc).

Time: ~28 mins. For Contest #6: Equipment Contest

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Watch either:
Custom Weapon appearances - covers how to set up a weapon in 3DS Max for exporting. 
--or--
Retexturing an existing model - covers how to find and retexture a DA armour model.

and then watch:
Adding item appearances to DA - covers how to add your new appearance to DA without replacing anything.




The Community Contest

The Community Contest is a great opportunity to learn the Toolset, with support and guidance from the community. The contest offers many prizes including $100 to spend at the Bioware Store, $50 amazon vouchers, any of the released DLC as codes, and various community time contributions including scripting, modelling and voice acting. Every valid entry gets a prize point, so there's no excuse not to give it a try and clock up some points to pick up some prizes!

So why not join our group and let us know if you're planning on entering!

Happy modding!

Modifié par mikemike37, 11 décembre 2010 - 03:16 .

  • ladyofpayne et Ksander De'Koz aiment ceci

#2
Eurypterid

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This looks incredibly useful. I think I'll grab my glue stick. There, that ought to do it.

#3
MysteriXOX

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Thanx Mike. Now I have even more hope :)

#4
ponozsticka

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Nice tutoriala Mike! Just want to add one info, the tutorial uses camera setting with 3Ds camera style, there is also flying camera style (me think) that do different think when you, for example, if you press alt and middle mouse button and then drag the mouse, it rotates camera, etc.

#5
Rvlion

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Only seen part of the first movie, but it becomes a lot clearer and once I return from holiday I might give it another try.

Good clear voice for explaining btw.

#6
mikemike37

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thanks guys - its the perfect time to give it a go and theres plenty of folks around to help... so get creative and show us what ya got! :D

oh and be sure to watch in 720p... im afraid the codec favours stills (so the text in menus is clear), but anything moving is a little poor... sorry for that, but you can work out whats going on ;)

Modifié par mikemike37, 27 août 2010 - 11:59 .


#7
Firky

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Brilliant! And your commitment to modding is commendable. (PS. I am finding Toolset hard.)

#8
mikemike37

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and thats why we need video tutorials hehe. hope it helps.

#9
WolfheartHU

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Very nice, quite easy to follow guide. You made me consider to have a go at level designing, thanks for the effort.

#10
mikemike37

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good to hear it... and why not enter the contest while you're at it? free points on offer for all valid entries! enter a few contests and thats a free DLC even if you never win one!

#11
Khayness

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Wow awesome. I wanted to make cutscene music videos for a while now, maybe It's time to start on!

#12
turtlecrunch

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EDIT: Nevermind. :P

EDIT again:

Started working on a level.  It has a ways to go.  I am a complete noob to the toolset but the tutorial was very easy to follow.  Thank you for it.  B)

Modifié par turtlecrunch, 28 août 2010 - 06:19 .


#13
mikemike37

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turtlecrunch, you are a shining example to all :D and you are of course very welcome.



I hope you will join the community contest group and keep posting WIPs for us to comment on! http://social.biowar...ssion/9469/&p=4

#14
ponozsticka

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turtlecrunch wrote...



Started working on a level.  It has a ways to go.  I am a complete noob to the toolset but the tutorial was very easy to follow.  Thank you for it.  B)


Hey there, looks nice, though Im afraid, once you create the level, you cant change the size of the surface, sooo...you might need to start over again.
Anyway, I like the idea, way the go, as Mike said, be sure to join the contest, you will get more advices and commentes there, Im sure. Also if you got problems guys will be able to help you out :)
Cheers!

#15
MysteriXOX

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Hey there Turtlecrunch



Good work on the level. Keep it up and as Mike and Ponozsticka suggested, joint the contest. You will get lots of helpful advice.



Have fun

#16
turtlecrunch

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ponozsticka wrote...

Hey there, looks nice, though Im afraid, once you create the level, you cant change the size of the surface, sooo...you might need to start over again.


Yeah, I discovered this.  Luckily with the concept in my head it wasn't as hard to start from scratch.  256 x 256

I will join the community. :D

#17
ponozsticka

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start your own project then, btw. you only need one probe per level :) (as I can see from screenshot there are too many)

#18
mikemike37

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pono - is that true? so theres only one set of reflections possible? i regret i know very little about light probes.

Modifié par mikemike37, 29 août 2010 - 08:24 .


#19
ponozsticka

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Im really not sure, but in all levels Ive seen, I was told there is only one probe per room (guess Shodushi will be able to tell you more)

EDIT: Ok, so obviously yup, only one probe per outdoor level, heres the bug
http://social.biowar...same_reflection

Modifié par ponozsticka, 29 août 2010 - 08:42 .


#20
Mooglator

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Well, it's more than possible that could be fixed with a toolset update, but until then I guess no more than one pool of water at a time...

#21
ponozsticka

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if you place more pools and set probe in the middle of the map, then pull it in the good height, it should work just fine, me think

#22
mikemike37

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hah, okay that answers that question then! :P



the worst case of only having one probe would be for objects near to the probe, such as the reflection of a single building - which could look out of place if that building is not visible from another pool.



i wonder if theres a crafty workaround... meh, experiment for another day methinks!

#23
ponozsticka

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Workarounds



No workaround. Multiple light probes do not work.




Im afraid :/

#24
-Semper-

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little add: at indoor levels use one probe per room or per rooms which share lighting. else your character isn't lit correctly.

right now (with the bug) one light probe per outdoor level is enough. but i would suggest to use one light probe per pool to get the right workflow. if a patch is released you don't have to rebuild your levels and also your workflow^^

Modifié par -Semper-, 29 août 2010 - 10:10 .


#25
mikemike37

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bah, the wiki saying theres no workaround wouldnt deter me... if i cared enough... but as i have no important need for the refletions in my levels (yet!) I'm not interested in figuring it out. But it'd probably be something involving rendering lightprobes one at a time, saving the dds output, then bundling them all together and seeing if it works.



anyhow, i think we're wandering offtopic here hehe.